Dungeons & Dragons Online (or DDO) is the MMORPG counterpart to the pen-and-paper game we all know and love (mostly based on edition 3.5). As such, it has all the dice-rolling, kobold-smacking goodness of Dungeons and Dragons, with all the button-mashing, leet-speaking addiction of an MMORPG.It was launched by Turbine in 2006 as Dungeons & Dragons Online: Stormreach. The game has since been renamed Dungeons & Dragons Online: Eberron Unlimited. (The latest update appears to have removed Eberron Unlimited from the logo, but is still referred to as such in reference materials and on the main website.) It is based in the campaign world of Eberron (yeah, the Magitek one) and is set on the fictional continent of Xen'drik. After years of being a pay-to-play game, it was rebranded as a free-to-play game with premium content that could be accessed by becoming a VIP (which is simply maintaining a paid subscription) or spending Turbine Points on it. The player character is initially thrust into a plot that involves an evil Devourer cult, sahuagin, a dragon, and a lot of snow.As of June 2012, an Expansion Pack was released that introduced epic levels and allows players to adventure in the Forgotten Realms. And There Was Much Rejoicing indeed.For additional examples, see Eberron for the general setting, and the Dungeons and Dragons page for general gameplay tropes.
The game tries to justify that in one raid, Zawabi's Revenge, in which the Djinn that teleports you to the quest asserts he only has energy to transport 12 people into the Demon Queen's refuge.
You'll need all of them too. It's a 12th level raid, and the end boss is level 22.
Alien Sky: Xoriat, Dal Quor, and the Demonweb. Xoriat has red clouds everywhere, and space seems to be rippling. Dal Quor looks like space with a purple tint to it and with buildings floating around. The Demonweb is a purple void with occasional red "stars" and bits of rock connected by webbing.
All Monks Know Kung-Fu: The Monk class can follow two prestige paths, both a type of Warrior Monk where you are a Whirling Dervish of punching destruction or a serious bane to undead or extra-planar creatures with some Cleric abilities. The Monks have it cool by using Ki Attacks and not spellpoints (mana) to power their elemental and special attacks.
All Trolls Are Different: These ones are tall, green, have tusks, and regenerate from anything and everything unless you hit them with a dose of fire or acid after knocking them out.
Allegedly Free Game: Theoretically playable for free after about level 12... but only if you're willing to do a lot of grinding. Or suffer from major Altitis. Which is quite likely.
Mind you, you will probably accumulate enough Turbine Points by then to buy an adventure pack. Also,with the new Lordsmarch Plaza free to play chain and some high level free to play quests afer that,you can get that number higher.
Altitis: The extensive character customization and the number of paths you can take tends to encourage this in players.
Annoying Arrows: Enemies with ranged attacks are pretty pathetic compared to enemy spellcasters. You can take several arrows to the face and keep going, relying on your magical equipment and lots of hitpoints to keep you alive, but there's not a lot that can save a low-medium level character from a Disintegrate, Harm, or Touch of Death spell.
Bag of Holding: Including sew-on pockets that can hold fifteen sets of plate mail. And then you can get another inventory page by paying an NPC to craft a broken Portable Hole into a literal pocket dimension.
There are also bags for holding crafting ingredients, gems, and collectables looted from mobs, so that you can save on inventory space.
Battle in the Center of the Mind: Comes in the quests "Finding the Path" and "I Dream of Jeets", and also comes in the final boss battle of the Harbinger of Madness chain.
Big Bad: None, really, but the closest the game has are Horoth, the Black Abbot, the Stormreaver, the Devourer of Dreams, and Lolth.
The Big Guy: The melee classes: Fighter, Barbarian, Paladin, and (to a lesser extent, it depends on the build) Monk. Clerics have a bunch of Hit Points and good armor, and shields, too.
Body Horror: The Harbinger of Madness chain is centered around strange creatures called the Taken. While they look creepy enough on their own, it gets worse when you learn how they're made. They were created by a Mindflayer "Artist" who crafted them out of kidnapped Stormreach citizens.
And finally, in a late-game raid, the Lord of Blades himself, by quori. Though he likely would have tried to kill you on his own anyway.
Breast Plate: Averted for the most part; armor for characters in general tends to look more or less the same whether you're playing a guy or a girl. The Armor Appearance kits, on the other hand...
After the update that turned the game into Eberron Unlimited, a number of these kind of armors have shown up for female characters. They even vary in... erm, "capacity" depending on race.
Breath Weapon: Artificer Iron Defender pets have a fire and acid variation. Characters with the Draconic Incarnation Epic Destiny can also learn a Dragon Breath attack.
Call Back : When Gnomon reveals his true intentions, he mentions causing damage by killing innocents and attacking other religions. Why is this a callback? One of the earlier quests involve him ordering you to kill a group of Sovereign Host followers, calling them heretics.
Character Alignment: This matters if you want to use armor of stability (which requires a True Neutral alignment) or a True Law/True Chaos/Pure Good weapon. Or if you're dealing with something capable of dealing alignment damage. Or if you want to be a Paladin/Bard (you can't; paladins must be Lawful Good, bards must be nonlawful.)
Evil items will give you a permanent negative level until you take them off, unless you are of neutral alignment.
Character Customization: Stat-wise, this is one of the most flexible games on the market. Appearance-wise... maybe not so much.
Jumping (or getting thrown) off of the top of Tempest Spine while wearing a feather-falling item can make you float a really long way. Jumping (or getting thrown) off of the top of Tempest Spire while NOT wearing a feather-falling item can make you die from falling damage, and your teammates are going to be reluctant to come pick up your corpse so you can get your loot, because it is a long way back up, and likely involves running past fields of fire elementals.
The Coalescence Chamber in the Vale of Twilight, filled with several very deep shafts, will make the best of friends want to tear each other's throat out and pick-up groups wind up with squelching angry, inexperienced and frustrated players about 90% of the time.
Players can earn the items "Voice of the Master" and "Mantle of the Worldshaper" from the quests that the D&D creators narrated. Worn together, the player receives the True Seeing ability (Hello, hidden doors!).
In a somewhat related note, computer-controlled ally Hirelings have no metamagic feats and thus can't improve any of their spells in a pinch.
Hirelings also DO have spell point bars, though typically slightly higher than player characters. The end result? Enemies have unlimited spells, but your party has a cut-off.
They do however, seem to have truckloads of potions.
Enemy archers never run out of ammunition and maintain a rate of fire that only repeating crossbows can compete with, and they can target invisible characters by sound.
Convection Schmonvection: Swimming IN lava causes a moderate amount of fire damage, but nothing serious. But walking right next to it (or on those METALLIC catwalks in the Firebrand Mines and Burning City) seems to have no ill effects.
The world "Melf" in Melf's Acid Arrow tends to be spelled with the wrong vowel.
"We beat them off... this time."
Jeets Shimis (speaking to the female cleric Cellimas): "Ha, I still got plenty of stamina! I can go all night long!" Jeets in general has a lot of things to say similar to this, usually related to Cellimas. "Tell her to keep her knickers on." "Don't worry, Cellimas. I'm here to watch your behind, now."
And he is a halfling, so his eyes are at just the right level
Dual Wielding: Basically the whole point of a melee-based ranger. Any class can do this to varying degrees of success.
Dump Stat: Every class will have to pick one if they want to be the best at what they do. However there is a number one rule of character builds that all veteran players agree upon: "Con(stitution) is NOT a dump stat" for any class, due to hitpoints being extremely important for fighting (and sometimes the only defense against) high level monsters.
Dungeon Crawling: Or, with the tumble skill, dungeon rolling or even dungeon backflipping!
Dungeon Punk: With a late 2011 update, the world of Eberron reemphasized how Dungeon Punky it is by now filling it with gadgeteers of gears and magic: The Artificer class.
Elite Mooks: There seems to be a couple of these in every major dungeon. Commonly referred to by the players as "nameds," or "named monsters" because they have a name and a treasure box.
Can be more specifically referred to as "orange-" or, in higher levels, "red-names". Reds are normally "bosses," in the sense that they command the other enemies. Most of them are just Pallet Swaps or regular Mooks.
The crazed, ineffective magic attacks of Coyle, a non-player character you must protect for 15 eternally-long minutes in a Ruins of Threnal quest chain. If he dies, you fail the quest. Keeping the little bastard from attracting any attention that will get himself killed was made a little easier when the game developers allowed players to give Coyle a Tap on the Head as required.
Gladewatch Outpost Defense involves protecting the captain of a defense regiment while she defends the outpost from attacking goblinoids and ogres. Oh yeah, and she left her soldiers at home too, so it's just your team and her. Make sure to have at least two healers, since she tends to run off to attack whenever a new enemy spawns. You can try to talk her out of it, but even then you have to make sure she doesn't see anything hostile on the way to wherever you're hiding her.
Fake Balance: Rogues get the shallow end of the DPS pool. Sure, sneak attack can do some massive damage, but it doesn't catch up to a fighter's damage output until about level 12, and even then it doesn't work against undead, elementals, oozes, constucts, an enemy with a Fortification (depending on how much it gives) item, or other human players in 1-on-1 PvP.
The Intimidate skill. Technically more of a "come here and look at me distracting you," but still.
Would be more suited to the Diplomacy skill. "Hey, here's a great idea. Go lodge your axe in my friend's skull instead."
Bluff fits even better; it works even when you're alone. Also the best skill for Rogues, because it opens up the target to Sneak Attacks.
Good Is Dumb: In the case of the Catacombs, a crypt under the tower of the Silver Flame. You'd think a church dedicated to destroying the undead could deal with an undead infestation in their basement, but no, it's time to call in the adventurers. Adventurers who, by the way, are likely to destroy each and every sarcophagus they find so they get more experience points, and will expect you to pay them with expensive magic items when they're done.
The Silver Flame is a bit of a Corrupt Church in places, mired in their own bureaucracy that hobbles them from working as well or as effectively as they could.
The Good Is Dumb trope is actually lampshaded by Archbishop Dryden, who refers to the guards as "quarter-wits." At the time he was possessed by his wraith brother, so we don't know how valid this statement is.
They also had a rakshasa in their ranks for several years, and no one had a clue.
Highly-Visible Ninja: If your teammate is using the Hide command, you see them crouching with their avatar slightly darkened. Also, some enemies will use the Sneak command, with almost no effect due to their pitiful skill checks; you can still target them and hit them just fine.
Hit Points: Notably changed from the paper-and-pencil version in that every character starts with the Heroic Durability feat, granting 20 hit points. Toughness's effect is also increased from just 3 HP to 3 HP at 1st level and 1 HP every level thereafter, without losing the stacking ability of the original.
Humanoid Abomination: Belashyrra, one of the daelkyr, appears as an Arc Villain. He looks like a man with long blond hair, but he's covered in chitin armor and speaks in a distorted double voice.
Most of the Quori are also this.
Hyperactive Metabolism: Averted. You'll heal hitpoints and mana naturally when standing around in Stormreach city, but you can drastically increase your regeneration rate for a couple minutes by eating food and drinking juice. Or consuming oil, if you're a Warforged.
Ingesting Knowledge: Until a recent update, your character used stat-enhancing books pretty much exactly like this.
Insurmountable Waist-Height Fence: Averted by the characters' ability to jump, or clamber over shorter objects like large crates. Occasionally played straight as part of an...
Invisible Wall: There are some places in Stormreach harbor or marketplace that you just can't get your character to go, despite logic. This was made especially evident when Turbine released the Head In The Clouds festive buff; your character can jump insanely high, but if you jump too high you hit your head on Stormreach's invisible ceiling.
Involuntary Dance: The Otto's dance line of spells: Resistible, Irresistible, and Sphere of Dancing. Nearly all creatures with minds (including the player characters) can be affected by it.
Kamehame Hadoken: An Epic Destiny for epic players in the new expansion, Menace of the Underdark, allows powerful ranged Ki Attacks. Later updates also allow a new Monk class tree, the Henshin Mystic, to weaponize ki this way (albeit not as dramatically as Son Goku).
Kill It with Fire: Neophyte spell-casting adventurers will throw Walls of Fire at the blink of an eye. That's fine and all until they realize that the enemy AI sets its sights on them and squishes them flat. Not a tactic against Iron Golems (fire heals them) or Devils and Demons (they eat fire for breakfast).
Knight Templar: Inquisitor Gnomon of the Silver Flame. He has characters wipe out a shrine to the Sovereign Host. Turns out that he's actually a powerful rakshasa working for the Lords of Dust who has been trying to ruin the Silver Flame from within.
Large Ham: Lars Heyton coincidentally has the same initials as this trope. "Sahuagin SCUM! Keep coming, I won't die that easily!"
The DM for the new version of Heyton's Rest is also quite given to hammery.
Leeroy Jenkins: Player characters that do a Leeroy in a quest are likely to get themselves (and any guild they represent) a blackballing reputation. While in a quest, a party leader can't dismiss a player, but others may choose not to heal the offending player or even carry his Soulstone (death token) to where he has a chance to revive.
The Legions of Hell: The Devil Legions. In fact, the same type of devil in that page's image appear here.
Running around on top of the buildings in the Stormreach marketplace can be kinda fun, and it's an integral part of the Easter event's egg hunt. It more or less requires a Feather Fall effect of some kind, though.
Players with light or no armor and high Jump skills often use this way to get about town very quickly. For Monks, it fits their Wuxia style, obviously.
Linear Warriors, Quadratic Wizards: Just like the original DnD; Fighters (and the like) start off doing respectable damage that increases slowly over time, while wizards go from their 1d6 Magic Missile damage to spamming Quickened Meteor Swarm for 4 times 8d6 damage twice a second, not to mention the crapton of damage boosts they get by that point.
This does switch around every few updates or so as new content is released: at one point, having more than one arcane caster in a raid (out of 12 participants) was considered a waste of a DPS slot, being relegated to crowd-control duties.
You get one and only one ember weapon per character, and they're non-tradeable. Here's hoping you have some other way to attack with fire or acid when you finally meet some trolls.
Finish Misery's Peak you only get one shot at the end rewards, which are the second half of a two set piece that gives a class related bonus depending on which one you pick. Choose wisely, because you can't trade your pick in for a different set.
The Lost Woods: The King's Forest. the Storm Horns and, minus a lot of woods, the Underdark.
MacGuffin: The entire game is filled with enough of these for an adventurer to open their own shop. From the early-level Seal of Shan-to-Kor, to the three artifacts for the Demon Queen, to the ridiculous Sigil Frame of eight pieces in the last Necropolis quest, this game lives and breathes this stuff.
Some of the objects actually do stuff, and others are just valuable.
Mad Artist: The main antagonist of the Harbinger of Madness series is a Mindflayer artist, Yaulthoon, who specializes in making sculptures...by turning kidnapped Stormreach citizens into monsters called the Taken.
Trap boxes explode if you fail badly enough when trying to disarm them, certain barrels will explode if you hit them with anything (including but not limited to: your fists, swords or clubs, arrows, crossbow bolts, shurikens, and elemental magic (even icemagic), symbols of fire ignite if you go anywhere near them, and if you kill an enemy with a fire attack, its corpse will light on fire and burn away. Frozen enemies explode into ice fragments.
In the "Irestone Inlet" quest, you rig a boat with barrels of gunpowder and light the fuse. It's even possible to do this without the guards on board realizing you're there. Oh, and if you're standing too close to the boat when it blows up, the shockwave pushes you away.
Players in the quest "Siegebreaker" encounter an entire room filled with explosive barrels that cascade their explosions. There are two HUGE super-barrels that will outright kill anyone on exploding if the player is on the same plane of the things. The Dungeon Master voice puts a light on this humorously.
Also the "Blown to Bits" quest, where the crates of weapons get Exactly What It Says on the Tin. Even has an optional golem boss who offensively uses mines.
Magitek: The cranes in Stormreach Harbor in Ebberon, for instance. Also pretty much every light source in the game, except the sun and a few fire pits.
Mana Potion: The rather expensive Potions of Mnemonic Enhancement, which restore your Spell Points.
The Slayer bonus, which gives you experience for killing X amount of enemies in a wilderness instance.
Certain dungeon quests, such as "The Butcher's Path," will also have you killing X amount of monsters as one of your objectives on the quest, either as a main objective, or as an optional objective for extra experience.
The newly-released Monster Manual provides you with bonus EXP and Turbine Points for killing certain amounts of certain types of monsters.
Master Poisoner: The Ninja Spy has its own brand of deadly damage-over-time poison that even works on bosses.
Meat Moss: Shows up often in quests where the Plane of Xoriat is involved.
Half-elves, having the incontestably ugliest face models in the game and looking like creepy dolls, and being able get limited abilities from classes in which they don't have levels, such as having a pure fighter casting divine scrolls or getting full monk bonus to healing amplification. They're basically a munchkin's wet dream.
Find a full-cleric with more than 14 intelligence. Go on, try.
Non-divine Drow spellcasters. +2 to intelligence and charisma? They're popular for a reason. Actually, even Clerics might want to play a drow, since they'll get another turning check.
Leads to some amusement when a DDO player also plays tabletop D&D, as if they forget which system they're building for they'll turn up with a character sheet that is completely inappropriate for a tabletop game (e.g. a healbot cleric with no strength or combat ability).
Mr. Smith: In the quest "Missing", the prime suspect of a series of disappearances is a Warforged wearing a hat named Mister Smythe. He is actually a Beholder wearing a Warforged costume.
Nice Job Breaking It, Hero: The defeat of the Black Abbot (Necropolis Part Four) is what sets the events of The Thirteenth Eclipse story arc in motion.
The following counts, in a way. Inquisitor Gnomon urges you to kill followers of the Sovereign Host, calling them heretics. Then, in a more recent update, you accompany him on a trip to a cult base. Turns out that he's actually one of the "Lords of Dust", and that he used his position in the Silver Flame to distract them from the cult's actions, and to cause damage by attacking innocents and those of other religions.
Another example from the quest "Acute Delirium". After retrieving Belashyrra's Scepter, you must use it to close a Xoriat Portal that was opened earlier. However, it backfires and opens a portal to Belashyrra's prison in Khyber, allowing him to escape. The only way to complete the quest is to give him the Scepter so that he can wreak havoc upon Eberron.
No OSHA Compliance: House Deneith's trash incinerator, "The Pit," is a multi-level subterranean building dug out around two Lava Pits, which are inhabited by man- and equipment-eating Oozes. The only way to move from one level to the other is to use a network of twisting, railing-less walkways that extend across the lava pits. In addition, the system's "Security System" is really just a series of deadly traps that blast said narrow walkways at 10-second intervals. The system is electrically powered, and the circuit breakers inexplicably channel the electricity through the room they're housed in. In addition, if you turn the trash incinerating furnaces on in the wrong order, you'll blow up half the city. (You can't do this because the rooms unlock in order, but it's stated in the quest introduction)
The Monk class gets off easier here with their Slow Fall feat that's automatically given as they level. By the time they are level 20, they can fall any distance without any damage, Feather Fall item or no.
One-Hit Kill: Any of the dozen or so death effect spells, like Finger of Death, Destruction, and Implosion. The Grandmaster of Flowers epic destiny also has the power "Everything is Nothing," which allows you to quite literally rip your enemies out of the multiverse, killing them instantly. Should the save be made, they still take 1000 points of damage, and must save again in order to reduce that damage to 500. Bosses can't be blown out of reality, but they do take the damage.
There are also vorpal, slaying, banishing, smiting, and disruption weapons that kill most mooks of the appropriate type outright or deal a thousand bonus damage to others.
Opening the Sandbox: You leave Korthos and get to Stormreach, and BAM! Look how many quests are suddenly available to you! Then, you play through all the free stuff, and if you decide to upgrade to a premium account, look at how many MORE dungeons you can buy!
Optional Stealth: A low-level quest is called "Stealthy Repossession", and involves stealing a special gemstone back from kobolds without killing more than a few kobold prophets. Appropriately built classes can sneak the entire way through, but other classes have little choice but to madly blitz through the dungeon, or else play normally but carefully kill every kobold except the prophets. A handful of other quests become easier with some stealth, but are never impossible without it.
Our Dwarves Are All the Same: Short, bearded, gruff people who like beer and digging. Except perhaps for the Duergar, who will kill you on sight.
Oddly, most NPC dwarves in Stormreach have no facial hair at all and are quite polite. The lore for them plays this straight, though.
Our Elves Are Better: Playing a drow for any non-melee-combat-specialized class is what you might call optimized, since they receive more bonus stats than they lose (all other races' stats balance out).
Or just have a high enough Use Magical Device score to ignore the racial restriction.
Poison Is Evil: The Spinner of Shadows has poison so deadly that death is certain without the help of an ethereal flame inside her prison. Other enemies have some nasty poison attacks. Averted with the Ninja Spy and some spell casters, who use their poison on the side of good.
Physical God: Lolth, who managed to smash a hole in reality between Eberron and the Forgotten Realms, breaching Silver Flame wards in the process. Also, the top few members of the Devil Legions could qualify, since while not actually gods they are immortal beings of incredible power.
"The Pit" quest, again. Two rooms involve platform puzzles. One involves running around on pipes while jets of steam push you backwards and fire elementals shoot at you, but is relatively easy if you are prepared for it. The other one involves co-ordinating at least four team members, two of whom must be simply ludicrous at platforming (jumping some 15 feet horizontally to catch some crosswise pipes and pull yourself up) while your friends on the ground deal with equipment-eating oozes that respawn indefinitely while manipulating the correct valves for the platforming team. Also, if you get hit while using a valve, your action stops. Oozes are immune to almost all status effects and most elemental magic (varies by color)? Oh, and watch out for the hobgoblins with bows, and the room at the top that's full of exploding barrels an ooze drops down in that room and tries to attack you, occasionally igniting the boxes.
As stated above, "The Coalescence Chamber." You have to navigate up a winding spiral of narrow ledges while being assaulted by troglodyte snipers and sorcerers. The real pain in the ass here is that jumping will sometimes cause you to be pushed away from the ledge, resulting in a hair-tearing plummet all the way back down to the bottom. Note that it's usually impossible to make your way back up without help from fellow party members because the monsters respawn.
"The Tear of Dhakaan" also has a couple platform sections... with most of the platforms trapped. Imagine the surprise of many players who, going in for the first time, realized that their first leap landed them in the middle of an acid spewer.
Prestige Class: Just a few of them, and they aren't technically classes, but you can use your action points from levelling up to specialize in one of your class' abilities.
The Underdark update added Epic Destinies, "mini-classes" that provide powerful abilities, which are available to characters level 20-25.
Interestingly enough, the player can be a follower of this cult as a Warforged. These include Warforged Paladins. Who are like every other paladin, paragons of goodness.
The cult/empire of Lolth.
It's easier to count the religions that aren't this, actually.
Repeatable Quest: Adventures are infinitely repeatable on four different difficulty levels each. The first play on each adventure/difficulty combo gives an array of experience bonuses, while subsequent replays start adding penalties, eventually hard-capping the XP gain at a very low number for extreme repetition. Ironically, it's more efficient to not repeat quests too heavily (except for crafting purposes).
Resurrection Sickness: The effects of death will cause more hardship on your spirit (and poor gameplay) if you die repeatedly.
Most commonly seen misspelling in the game's Groups window where help for quests are asked. "How much damage does my powder puff do, again?"
Just to be funny, the developers created a quest chain giver in House Phiarlan (a village of elven performers cum spymasters) named "Rouge".
Scars Are Forever: Some of the appearance customization are a scar somewhere on the face. Naturally, nothing short of reincarnation (basically reroll, but keep used tomes, equipment and levels) can remove it.
Sealed Evil in a Can: There are several boss monsters that are or were imprisoned in some fashion. Three of them are arc villains, and can be punched out. The Devourer cult at the beginning of the game tries to release a "Devourer beast" that cannot be punched out, meaning that you have to reverse their efforts to thaw it out. The Spinner of Shadows, sealed for eons in the plane of Khyber, is another canned boss that led to a MUCH more powerful goddess.
Sentry Gun: Magefire Cannons, and to a lesser extent, the Artificer's Flame Turret spell.
Shattering the Illusion: The first section of the "Partycrashers" quest takes place in the Phiarlan Illusionarium, which is packed with illusionary enemies and traps that can, and will, hurt you. The only way to get past them is to destroy the Dragonmarks of Shadow that created them.
Shoot the Mage First: Killing the casters first is a good rule to follow, given the general danger of spellcasters in D&D in general.
Slippery Skid: Throw your Grease spell and players with low Balance skills begin a series of Pratfalls. This might also get you kicked from the party if you do this against enemies that rarely fall for it during battle.
Squishy Wizard: Even with 20 extra hit points at start, it's still not a good idea for most sorcerers or wizards to get into melee, especially at lower levels.
Steam Punk: Considering the setting, the game has this and Dungeon Punk all over the place, from the low-level The Waterworks and Shan-To-Kor, to the advanced adversaries in the Cannith Manufactuary. The Menace of the Underdark expansion, however, sticks to the high-fantasy campaign settings when you visit the Forgotten Realms.
Talking Is a Free Action: Ehh... kinda. If you have a microphone, you can talk to your party while you play (sound quality varies). If you stop in the middle of combat to type to your teammates, you're likely to die unless your cleric is particularly competent.
Subverted when fighting a boss or mini-boss with dialogue, whom you can kill before they're done with their Monologuing or Evil Gloating. Nothing says Shut Up, Hannibal! like a Holy Burst greatsword to the face.
There's rumors that they are making the Broccoli a playable class with veggie themed attacks.
There's a quest-giving NPC that asks you to retrieve 10 rat tails. When your character reacts incredulously ("You can NOT be serious!"), the NPC's whole table bursts out laughing. He then gives you the REAL mission.
Time Travel: The Chronoscope Raid, where you go back in time to the Devil invasion in the Stormreach Marketplace.
Too Dumb to Live: Somehow Tremas got it into his head that it would be a good idea to kill a powerful devil by aging him to death. Devils are immortal, and since Tremas is a tiefling there is no reason why he would not know this (having likely worked with them for his entire adult life). He still acts surprised when it fails, though.
The Delirium and Acute Delirium quests were caused by an apprentice who wanted to show off to his girlfriend with a scepter created by the Lord of Eyes, the Daelkyr Prince of Madness. You can guess what happens...
Understatement: After you destroy the Quori Mindsunder in "Misery's Peak," the Dungeon Master notes that the dragon you just freed from its power looks "very annoyed" — as she uses her ice breath on the Mind Flayer that had her under its thrall and turns it into a popsicle.
Up to Eleven: Due to the recent expansion, the Epic difficulty has been divided into four difficulties.(Epic Casual, Normal, etc.) The old Epic mode was between Epic Hard and Epic Elite in terms of difficulty. Epic Elite is somehow much more challenging than the old Epic mode, with dogs that can kill you in less than 5 hits, and traps dealing absurd amounts of damage. Now, imagine fighting the Lord of Blades on Epic Elite...
Anything that does stat damage often takes a lot of hits before it may become effective.
Turn Undead, which can incapacitate or destroy targets but seldom works on anything powerful enough to be worth fighting in the first place.
Fear, which mostly causes weak enemies to run away and thus take longer to kill.
Bosses, of course, are largely immune to stat damaging, along with all other forms of instant death, level drain, paralysis, charm, stun, petrification, knockdown and immobilization.
As an inversion, however, several of these effects are highly useful against anything that isn't completely immune.
Enhancements, spells, and item effects can be used to increase stat damage effectiveness, especially with poison in the last 2012 updates.
Vancian Magic: Played straight on points one (spells do one thing and only that one thing) and three (spell levels, caster levels, must rest to recharge spells), averted on point two: spellcasting players have a Mana Meter.
Villain Ball: Suulomades apparently grabbed this while planning his attack on Stormreach. As opposed to simply waltzing through a city where not a single living soul is strong enough to take him on, he sends an army of mid-level Mooks to do his dirty work while he was back on Shavarath. This resulted in the devils losing the battle when it could have been won with very little effort.
Tremas also does this when he tries to kill Suulomades by aging him to death. Suulomades then does it again while overlapping with Lawful Stupid by taking Tremas to Shavarath to face the prescribed punishment (torture) instead of entering a battle that his much weaker minions are losing.
Villain Forgot to Level Grind: Averted. Malicia is the main antagonist of a level 5 story arc, and is also the main antagonist of a level 18 quest. In both cases she is of a higher level than the characters.
Violation of Common Sense: "The Pit," yet again. Often the general strategy of the Pit, when going from up high to a lower point, is to jump off and use your feather-falling boots to survive, and steer yourself to the next area. Jumping off cliffs as shortcuts in general tends to be this.
Walk on Water: Before late 2012, you could become a Monk, choose the Path of Inevitable Dominion (dark) path, choose the right enhancements and eventually gain the ability to focus your ki to walk (well, run, really) on water (and lava, but you might still take damage). Your Remo Williams and Master Chiun dreams come true. But now, that ability has been lost to major game changes.
Inverted. The NPCs are fairly varied... it's the player characters who tend to all look the same.
The enemy NPCs (i.e. monsters) will all use the same character model. Any given batch of cultists will look an awful lot like any other given batch of cultists.
The final quest of Korthos Island has the player (or player in front, if in a party) turn a corner to see several cultists dressed in all white marching in a 2x3 formation. All identical down to walking in step.
The actual Web spell can be burned away with a fireball or burning hands spells or some other fire area effect.
Some higher-level quests have web curtains which cannot be burned or damaged in any way, but as soon as you kill the spiders involved, the webs part obligingly.
Zerg Rush: Kobolds and zombies are fond of this tactic. There is a quest where the player must kill 200 kobolds, who come in large waves.
Another quest cranks this up where you have to beat 200+ hobgoblins and bugbears, which are significantly more of a threat due to almost half of them being casters and require strategy rather than brute force to thin out. The last wave contains ogres.